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- have player refuge always be in player supporters' faction - apply player kingdom color to refuge, landed ships, quarters - add player kingdom color change function to camp menu - ensure NPC in party does not become adventurer - overhaul duel system, mainly to set opponent properly - deactivate player kingdom properly, using the script for that (NPCs on mission and prime minister now return) - fix mission trigger time and make mission reports the priority - have npc_mission_seek_recognition embassy_results include the other three logical outcomes - drop missions that have no dialog in case a companion somehow ends up with one - override prisoner escape chance properly - rewrite auto-defect trigger - add cultural considerations to new faction pick - prevent random event losses for raiding villages during siege when not actually doing so - remove lovers' system that was making all ladies adulteresses - use correct title strings for Scots/Irish and fix other inconsistencies and omissions - fix ask peace dialog - fix ambiguity in player/faction relations (removes ability to threaten own kingdom's caravans) - add Mod ID string - place sound controls in mission templates to make sure loop tracks are killed - add ambiance to lair interiors - fix refuge chest - fix logic of child count dialogs - fix bard improve relations with lady - fix behavior of rescued lords - fix behavior of ambiance neutrals during jailbreak - fix "hole" in recruit permission dialog when already have it - move recruit permission update from triggers to script - player loses permission to recruit in center that gets new owner - fix fiefs string for lord select for fief - remove player picture from refuge menu - fix troop training management - unset g_encountered_party when it is removed (invalid party bug) - add proper conditions to Hadrian Wall dialog and kill experience reward exploit - fix tutorial message for Roman Baths ruins - adjust pricing formulas (attempt to prevent changes from buying/selling same article) - disable some monastery options when learning to read (early exit exploit) - disable scouts (and their loss) at sea - shut down random events at sea - exclude non-normal villages from lute search (quest was blocked when village inaccessible) - allow slaughter of non-quest cattle after cattle delivered - correct standard bearer report on Camp Menu - allow only one town recruiting run from whatever menu (recruit picking exploit) - clean up event_triggered dialogs, particularly for returning party members - check spiral death cam is finished before attempting to leave scene - attempt to eliminate sometime corruption of refuge text - make immersive default ship names - reinitialize item info (wiped out in someone's save game by unknown cause) - fix craftsmen names - test slot_faction_political_issue properly (has two default values, which rendered the system inoperative half the time) - fix debug message producing false commander mismatches - fix and improve mutiny duel trigger - add backstop at automenu trigger to ensure campaign death after mutiny duel loss FACTION RESTORATION - process just one faction at a time - adjust rate of restorations to about 1/month at end of game - produce no more than one "Possible Rebellion" message (if no rebellion), and have it escalate with number of walled centers - remove player-based all-or-nothing phaseout - make lord defection dependent on current king relation - make sure faction leader joins resurgent faction - avoid giving money to undefined troop - fix the growth of the rebellion, include adventurers - bring in supporting lords if rebellion threatened (to avoid stranding them if faction is destroyed AGAIN) - avoid auto-war with player FAST-TRACKED DURING BETA - fix dog interference with army orders (order ALL bug) - fix hire refuge armorer - allow visit village leader at night from menu - prohibit battle panel by down player (leading to crazy camera) BINARIES - Viking banner textures (fix some white backgrounds) - scn_caravanatacada.sco - scn_castle_37_exterior.sco
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